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Life After the Star Wars Expanded Universe: Deus Ex: Human Revolution

Andrew Findlay

In Life After the Star Wars Expanded Universe, we take a look at science fiction and fantasy, why they’re great, and what they say about where our species has been and where it’s going.

Deus Ex: Human Revolution is a cyberpunk action RPG developed by Eidos Montreal in 2011. Stylistically, cyberpunk is a mashup of film noir (alienated loner protagonist, detective structure, grim outlook) and near-future science fiction. Neuromancer is the most famous work in the genre, and Snow Crash, Blade Runner, and to a certain extent The Matrix are other examples. The setting of most cyberpunk is the point at which corporations and technology begin overwhelming the more traditional structures of power with mixed (but mostly negative) results. In Human Revolution, the technology that is approaching a world-altering paradigm shift is cybernetic augmentation – the ability for a person with a lost arm, a scarred retina, or a faulty heart to get a fully-functional robotic replacement. It opens with Adam Jensen, the protagonist, fulfilling his role as head of security for Sarif Industries, the CEO of which is about to hold a press conference about a huge scientific breakthrough. While Jensen is moving through the labs, they are invaded by a souped-up merc team (the dark side of augmentation is that there are endless military applications, and these guys are armed to their cybernetic teeth). The scientists working on the project are all killed (including Jensen’s ex-girlfriend), and Jensen himself is physically destroyed. Sarif saves him by having him undergo extensive cybernetic surgery, replacing most of his body with mechanical parts, turning him into a kind of cyberpunk Darth Vader, more machine than man. With basically his entire body turned into a weapon, he launches on his quest for answers and revenge.

Here’s the E3 trailer for the game.

The gameplay as he moves through this quest is extremely satisfying and versatile. Your arsenal is a combination of military-grade cybernetic augmentations along with more standard pistols, assault rifles, and grenades. There are multiple paths throughout every level, multiple choices for how to deal with enemies, and really cool tech to use to accomplish those things. There seems to be a bias in the game for you to move through it peaceably, as you get more XP for knocking people out instead of shooting them in the head. Other than this slight benefit to being kind, the moral choices in this game are mostly left up to you. There is none of the ridiculous starkness of choice from the early morality-based RPG craze (in which you could choose to give a beggar all of your money or murder him for his shoes, no middle ground). This deepens the main-character-as-cipher effect that helps the player become the protagonist. With no in-game judgment attached to your actions, Jensen’s decisions are your decisions. I chose to go through more peacefully than not, knocking out innocent bystanders but slaughtering anyone I found to be involved with the attack on Sarif Industries (they killed my ex and left me for dead, after all).

The augmentations you choose have a lot to do with how you play the game, and many interact with each other. For example, if you invest heavily in cloaking, you can just sprint invisibly through a room. If you invest in hacking, you can find a computer and shut down the internal surveillance system. If you invest in hacking and the arm strength upgrades (which by itself allows you to kill people by throwing refrigerators at them), you can hack a turret to make it friendly and then just carry it through the level (this is a game-breaking combo). If you upgrade your sight to be able to see through walls and upgrade your arms to be able to punch through them, it enables you to time your strike so it takes out multiple people. The customization and slow strengthening of Jensen due to unlocking more and more augmentations is extremely pleasurable – is he an invisible ghost, is he an unstoppable, neck-snapping colossus, or is he somewhere in between? The absurd level of strength your character has by the end of the game (playing on normal difficulty) ties into the thematic concerns of the game – augmentation allows one solitary man to become a terror to both powerful governments and nation-spanning multi-billion dollar corporations.

This leads into why this game is here and not elsewhere on the site. It engages deeply with the moral quandaries and personal concerns involved with human advancement. Jensen himself is a little flat, as you are meant to fill him in with your own thoughts and preconceptions, but he moves in a world of people with frighteningly powerful opinions: his boss, Sarif, who thinks augmentation is the next step in human evolution, terrorists, who think augmentation is an abomination, and government officials, who are terrified of this new human potential that can make controlling a population all but impossible. Jensen himself, as one of the most heavily modified humans in existence, stands at the center of all these ambitions and concerns. He single-handedly justifies governmental concerns – if you play the game right, he is unkillable and undetectable. The conversations Jensen has with people, the actions he takes, and the ultimate outcome of the game (much of which is up to player decisions) all heavily involve the age-old SF trope of the benefits and drawbacks of human progress. It is an expertly developed theme planted right in the middle of a satisfying gaming experience, and if you own a console and like cyberpunk, you need to play it.

Andrew Findlay has strong opinions about things (mostly literature) and will share them with you loudly and confidently. You can email him at afindlay.recess@gmail.com.